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Scripts loading Scripts Dynamically in Lua

Submitted by: @import:stackexchange-codereview··
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scriptsdynamicallyloadinglua

Problem

I have been working with Lua lately and I have discovered that it is capable of doing some very interesting things. I have created a proof of concept that allows one Lua script to load another Lua script and use the loaded script to modify itself by passing itself as an argument to the creation function of the loaded script. The basic example here is from a simple card game.

In this specific example, I have a Card "object" which is really just a LuaTable. At the top of the Player.lua script I have:

local card = require "Card"


Then I create a card "object" by calling:

function Player:addSpecificCardToDeck(cardSuit, cardType, cardId)
    table.insert(self.deck, card:new(cardSuit, cardType, cardId))
end


The Card.lua script loaded by require contains code that loads another script during its creation. Here is the Card.lua script. Please ignore cardSuit in this example as that code is incomplete and I have omitted it.

Card.lua

Card = {} -- the table representing the class, which will double as the metatable for the instances
Card.__index = Card -- failed table lookups on the instances should fallback to the class table, to get methods

local cardList = require "Cardlist"

-- syntax equivalent to "MyClass.new = function..."
function Card:new(cardSuit, cardType, cardId)

    local self = setmetatable({}, Card)

    self.id = cardId
    self.type = cardType

    --this is where another script is loaded
    print(self.id .. " cardID")
    --getAbilityScriptsForId returns the appropriate string
    self.testScript = require (cardList:getAbilityScriptsForId(2)) --2 is the proof of concept script being called
    test = self.testScript:new(self)
    test:increaseCardId()
    print(self.id.. " new cardID") --the cardID will have increased by 1

    return self
end

return Card


Here is the sample script being loaded:

SampleScript02.lua

```
SampleScript02 = {} -- the table representing the class, which will double as the metatable for the ins

Solution

On the first line, Card = {} should be local Card = {}, otherwise Card becomes a global, breaking encapsulation. You might want to consider using strict.lua or another method of "locking" the global table to prevent mistakes like this.

Having Card double as the metatable for card instances is pretty unusual. It will work, but now Card and each of its instances are polluted with an __index property, and this could be avoided simply by writing setmetatable({}, { __index = Card }) instead of setmetatable({}, Card), which is probably what people would expect to see anyway.

You declare the function as Card:new; it has an implicit self argument because of the colon. But you never use that argument; instead, you shadow it with a local variable named self. You probably wanted to do something like local instance = setmetatable({}, self), although as mentioned it would probably be better not to have Card double as the metatable for instances, so instead you could use local instance = setmetatable({}, { __index = self }).

local Card = {}

function Card:new(cardSuit, cardType, cardId)
    local instance = setmetatable({}, { __index = self })

    instance.id = cardId
    instance.type = cardType

    -- ...

    return instance
end

return Card


The same things apply to your second block of code.

Code Snippets

local Card = {}

function Card:new(cardSuit, cardType, cardId)
    local instance = setmetatable({}, { __index = self })

    instance.id = cardId
    instance.type = cardType

    -- ...

    return instance
end

return Card

Context

StackExchange Code Review Q#60667, answer score: 5

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